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Showing content from https://docs.unity3d.com/Manual/choose-a-render-pipeline.html below:

Manual: Choose a render pipeline

Target uses Projects that need rendering scalability across all platforms, especially tile-based deferred rendering (TBDR) platforms, and untethered VR platforms.

Projects that need to extend and customize the rendering pipeline.

2D and 3D projects.

Projects that need photorealism and high-fidelity rendering on high-end platforms

3D projects

Projects that need rendering scalability across all platforms.

2D and 3D projects.

Platform support Supports all Unity-supported platforms

Focuses on efficiency on tile-based deferred rendering (TBDR) platforms, and untethered VR platforms

Supports desktop, Xbox and PlayStation platforms

Focuses on efficiently using advanced GPU hardware capabilities such as async compute shaders, and ray tracing if the hardware supports it.

Supports all Unity-supported platforms Source code access Mostly C#

Public access to the URP source code on GitHub. You can also create a custom pipeline using URP as a base

Easier to read, change, and extend the source code than the Built-In Render Pipeline

Mostly C#

Public access to the HDRP source code on GitHub. You can also create a custom pipeline using HDRP as a base

Easier to read, change, and extend the source code than the Built-In Render Pipeline

Mostly C++

Private access by purchasing source code access

Pipeline extension The API and injection points the pipeline provides, or you can modify the publicly available source code

Easier to extend than the Built-In Render Pipeline

The API and injection points the pipeline provides, or you can modify the publicly available source code

Easier to extend than the Built-In Render Pipeline, but more difficult than URP because HDRP is complex and has advanced features

The API and injection points the pipeline provides Customization through artist tooling Shader Graph, which you can use to customize shading, materials, and screen space effects

Built-in Particle System, which you can use to customize visual effects.Limited customization

VFX Graph, which you can use to design visual effects, from simple common particle behaviors to complex simulations running on the GPU.

Shader Graph, which you can use to customize shading, materials, and screen space effects

Built-in Particle System, which you can use to customize visual effects. Limited customization

VFX Graph, which you can use to design visual effects, from simple common particle behaviors to complex simulations running on the GPU.

Shader Graph, which you can use to customize shading, materials, and screen space effects

Shader Graph doesn’t receive updates for Built-In Render Pipeline support, aside from bug fixes for existing features

Built-in Particle System, which you can use to customize visual effects. Limited customization

Customization through hand-coded shaders HLSL shaders, and URP shaders in the source code that you can customize HLSL shaders, and HDRP shaders in the source code that you can customize

Hand-coded shaders are recommended for advanced users only, because HDRP shaders are complex and have advanced features

HLSL shaders and surface shaders Lighting Designed for both realistic and stylized lighting

Basic PBR, and some advanced PBR such as clear coat

Easier to customize for custom lighting models such as cel shading

Focuses on photorealism and physically accurate lighting with built-in support for physical light units

Basic and advanced PBR. For example clear coat, skin, hair, eyes, subsurface scattering and water

Advanced screen space and volumetric effects

Harder to customize for custom lighting models such as cel shading

Designed for both realistic and stylized lighting

Basic physically-based rendering (PBR)

Easier to customize for custom lighting models such as cel shading

Performance Supports static batching and dynamic batching

Advanced draw call batching with the Scriptable Render Pipeline (SRP) Batcher

Compatible with the BatchRenderer Group API, and Entities

Supports static batching

Advanced draw call batching with the Scriptable Render Pipeline (SRP) Batcher

Compatible with the BatchRenderer Group API, and Entities

Supports static batching and dynamic batching

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